Hex Order and Removal

infernal

Ascalonian Squire

Join Date: Jun 2005

The Black Hand Gang

E/Mo

Sorry if this has already been discussed!

Just curious how the order runs for Hex stacking vs. Hex Removals.

If a necro slaps:
1. Faintheartedness
2. Life Transfer
3. Weaken Armor
..on a warrior in that order, and the warrior (W/Mo) counters with Smite Hex, which one of the three is removed?

Is it the first one put on him or he last one? Is it *gasp* random?

Thanks in advance,
Infernal Prophet

Bugeater

Frost Gate Guardian

Join Date: Jun 2005

looking for a guild

The last one cast is the first one off. So you cast the good hex that you want on the target, then some crappy hex that you don't care gets removed (i.e. a "cover hex").

infernal

Ascalonian Squire

Join Date: Jun 2005

The Black Hand Gang

E/Mo

Ha! Thanks Bugsy!

So now it looks like it's a race between the monk and hex-caster whether the monk can get the hex off faster than he gets hit with another hex!

That's awesome!

JYX

JYX

Krytan Explorer

Join Date: Mar 2005

Not quite. Both hexes and enchants have the ultimate removers, rend/lingering or convert. For damage mitigation its a bad idea to invest too heavily on either side to win that "race" as you speak. You will pretty much ALWAYS outhex that monk with just a few. Parasitic Bond is a hex, 5 energy, 1 cast, 2 recharge. That thing on its own will beat off your regular removes, and a ~90 point heal for 5 energy on the side isn't bad.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Quote:
Originally Posted by infernal
..on a warrior in that order, and the warrior (W/Mo) counters with Smite Hex, which one of the three is removed? Purge Signet ftw!

heist23

Journeyman

Join Date: Jul 2005

R/Mo

Purge signet for teh lose...:P i don't want to lose 10 energy per hex....

Necros and mesmers will always win the race. hexes can be casted faster than any monk can possibly remove them. Remove Hex has a 2 second cast time and takes 7 seconds to recharge. Smite Hex has a 1 second cast time, but takes 15 seconds to recharge. Purge Signet...shouldn't be used unless you have some serious energy management.

and then there's convert hex. 15 energy to "convert" every necromancer hex that comes your way into +10 armor. i personally think that's beautiful.

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Quote:
Originally Posted by heist23
Purge signet for teh lose...:P i don't want to lose 10 energy per hex....

Necros and mesmers will always win the race. hexes can be casted faster than any monk can possibly remove them. Remove Hex has a 2 second cast time and takes 7 seconds to recharge. Smite Hex has a 1 second cast time, but takes 15 seconds to recharge. Purge Signet...shouldn't be used unless you have some serious energy management.
You forgot Holy Veil. 1 second cast, 10 second recharge! And I think Purge Signet is really meant for no-energy w/mo builds, much like Succor and Holy Wrath.

Quote:
and then there's convert hex. 15 energy to "convert" every necromancer hex that comes your way into +10 armor. i personally think that's beautiful. I doubt the armor thing is anyone's reason for taking it...

heist23

Journeyman

Join Date: Jul 2005

R/Mo

well, you're right. +30 armor for a Life Transfer, Parasitic Bond and Life Siphon isn't that great and in the end probably won't affect you in the endgame, but i still think it's a great skill. especially when Mr. Necro starts stacking hexes anyway.

Holy Veil...it's an interesting skill, but in my opinion is there to help interrupt the hexes that are trying to be cast. i have to experiment with this skill a little more...

JYX

JYX

Krytan Explorer

Join Date: Mar 2005

Quote:
Originally Posted by heist23
well, you're right. +30 armor for a Life Transfer, Parasitic Bond and Life Siphon isn't that great and in the end probably won't affect you in the endgame, but i still think it's a great skill. especially when Mr. Necro starts stacking hexes anyway.
Its a ~40% damage reduction. That tbh will affect you endgame. Though 3 hexes, especially Parasitic, Life Siphon and Life Transfer aren't that great and you can well push through the pain with a couple of heals; which no doubt you were getting at. The recharge isn't great, which means instead of just casual removal you should call yourself for removal over TS.
Quote:
Originally Posted by heist23
Holy Veil...it's an interesting skill, but in my opinion is there to help interrupt the hexes that are trying to be cast. i have to experiment with this skill a little more... It's a decent hex remover, just apply it and remove it. You can also just apply them before a match and remove them straight away if you're certain you're going to be fighting hexers. Whatever floats your boat, its quite the util skill.

Divine Kai

Ascalonian Squire

Join Date: Oct 2005

USA

Farmers Union [CASH]

I have done some experimenting , Vs certain Necro/Mesmer ; what I like to call wildcards* , in conjunction with other standard high played pvp builds...

Do not count Contemplation Of Purity out ; I'll just let you think on that one for now.

heist23

Journeyman

Join Date: Jul 2005

R/Mo

contemplation of purity should work well with a skill like reversal of fortune....

Almighty Zi

Almighty Zi

Frost Gate Guardian

Join Date: Aug 2005

Cheltenham, England

Servants Of Fortuna Victrix

If you are maintaining holy veil then use contemplation of purity, that should remove 2 hexes (plus one condition), right?

heist23

Journeyman

Join Date: Jul 2005

R/Mo

right. good skill combo.

TheGuildWarsPenguin

TheGuildWarsPenguin

Wilds Pathfinder

Join Date: Aug 2005

Los Angeles, California

Picnic Pioneers

E/

Go Contemplation of purity!
RoF, guardian, divine boon=heal around 230, remove 3 hexes and conditions.

Ollj

Ollj

Jungle Guide

Join Date: May 2005

never tombs without convert hex.
there is always that funny team that casts 5-7 necromancer hexes on one monk, and even 2 necro hexes and one mesmer hex is enough to use it.

monk screasms for "convert hexes" and enjoys god mode.